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Reduce loadtime of a 1800 ability lvl map?

08-07-2007, 11:50 AM#1
botanic
I have a map I am working on and currently the plan is 12 heroes with 3 lvl 30 abilities a lvl 10 ability as well as an innate which averages to about 50 levels.

That leads to 30 x 3 x 12 + 10 x 12 + 12 x 50 = 1800 levels or so of abilities.

Any ideas on how i can reduce load time or what parts will increase the load time so i can avoid them whenever possible.

One thing I was wondering is if it would add to the load time the more things I change per level or if it is a set amount of time based on the levels of abilities?
08-07-2007, 12:02 PM#2
Anitarf
The best way to reduce load time would be to reduce the number of levels you have by a factor of 5 or so.
08-07-2007, 12:26 PM#3
botanic
well ya i COULD ddo that ;P but besides the obvious (take stuff out method) what ways are there that I can reduce the loadtime hard or easy

PS i know about the widgetizer and vexorian map optimiser
08-07-2007, 04:25 PM#4
Naakaloh
Anitarf has given your best solution. Wigetizer only optimizes load times for the first four level of abilities.
08-07-2007, 07:17 PM#5
The)TideHunter(
Hmm. Corrent me if im wrong, but doesnt the widgetizer just fiddle with strings to reduce load time? Strings take forever to load.
08-07-2007, 08:55 PM#6
Naakaloh
http://www.wc3campaigns.net/showpost...44&postcount=4
08-07-2007, 10:25 PM#7
burningice95
Maybe there is a way you could trigger it so that you had a bunch of 4 level abiliities, and whenever your hero leveled up one of his abilities to a factor of 4, it replaced that abiliity (in the learn skills pallete) with the next ability.
08-08-2007, 12:29 AM#8
botanic
Humm is there any way to manually do to all levels of abilities what the widgetizer does to the first four lvls? If so i could wright a script to do it for me... and if I did do that would it really help that much?

EDIT: I don't really wanna create 450 abilities if i can help it ;P

Also does loadtine increase more the more custom values an ability has?

Also a lot of the values are the same is there any way to have it use the one value for all levels instade of reasigining it per lvl?
08-08-2007, 02:10 AM#9
Ignitedstar
Aw man, you almost fooled me there. I thought you had 654600 abilities.(Do the math in order from left to right. See what I mean?)

Oh well.

Quote:
Humm is there any way to manually do to all levels of abilities what the widgetizer does to the first four lvls? If so i could wright a script to do it for me... and if I did do that would it really help that much?
Um... Can you restate that? It kind of doesn't make sense.

Quote:
Also does loadtine increase more the more custom values an ability has?
I think it depends on what you're using it for.

Quote:
Also a lot of the values are the same is there any way to have it use the one value for all levels instade of reasigining it per lvl?
As far as I know: No. If you're using the data fields in the object editor you can't squish it all together into one level(It'd be cool to have it that way, though). If I answered wrong, then I will say that that question is a somewhat vague. Are you having trouble filling out all of the abilities one after another?
08-08-2007, 03:11 AM#10
botanic
Trigger:
654600 abilities


Hidden information:
Humm is there any way to manually do to all levels of abilities what the widgetizer does to the first four lvls? If so i could wright a script to do it for me... and if I did do that would it really help that much?


Basically is it possible to widgetize to level 100 just manually? If so how ill write a script to do it for me.

Hidden information:
Also a lot of the values are the same is there any way to have it use the one value for all levels instade of reasigining it per lvl?


basically can i modify the tooltip file in the w3x to a variable or something to that effect so it loads all 100 levels of data at once instade of having to load the data individually?

Example damage is 0 for level 1-100 is there a way to exploit that and make the loadtime less?
08-08-2007, 04:35 AM#11
Toink
1800 levels of abilties? What the hell are you making, a dota copy with 300 heroes?
08-08-2007, 07:00 AM#12
botanic
LOL no like i said in my first post "12 heroes with 3 lvl 30 abilities a lvl 10 ability as well as an innate" max hero lvl is 100
08-08-2007, 01:04 PM#13
Earth-Fury
Quote:
Originally Posted by The)TideHunter(
Hmm. Corrent me if im wrong, but doesnt the widgetizer just fiddle with strings to reduce load time? Strings take forever to load.
World Editors object data is compact. It only contains changes you have made. Widgitizer takes this data, takes the origional unit / item / ext SLK files and combined them. That way, WC3 only has to load the SLK files without then parsing thogh a bunch of change data. It also inlines string refrences within the SLK files, if im not mistaken.

Also, SLK files can only hold the first 4 levels of an ability. (SLKs store data in collums, like a spreadsheet) Atleast, i belive this is the reason of the limitation.
08-08-2007, 01:42 PM#14
botanic
So if i was to limit the number of changes then i could reduce the loadtime?

EDIT:

before i go and break all the ability's into 4 lvl chunks -.- I just want to make sure that doing so will not

A: Increase the map size exponentially

or

B: Reduce the loadtime such a small amount it wouldn't be worth the trouble